Difference between revisions of "Envenom Weapon (3.5e Maneuver)"
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Latest revision as of 06:24, 7 September 2019
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Crazy Gadget (Boost) | |
Level: | 3 |
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Prerequisite: | Needs on Crazy Gadget maneuver |
Initiation Action: | Swift |
Range: | Touch |
Target: | One weapon |
Duration: | 1 round or until discharged |
Saving Throw: | Fortitude partial |
Your body is weak. The poison attacks you from within.
Your gadgets spray poison on your weapon, causing your next successful attack made within 1 round to deal an additional +1d6 poison damage and provoke a save vs poison with only an initial effect and no secondary effect. The type of poison is chosen when this maneuver is readied, and can only be changed by re-reading the maneuver again.
- Enfeebling: 1d6 Strength damage.
- Clumsy: 1d6 Dexterity damage.
- Draining: 1d3 Constitution damage.
A successful Fortitude save DC 13 + Intelligence modifier negates the ability damage but not the poison damage.
If you have the Use Poison ability you can apply one of your contact or injury poisons to the weapon, consuming it in the process. The maneuver then deals +1d6 poison damage and the consumed poison DC or the maneuver's DC, whichever is higher. In addition the effect is instantaneous until discharged on a successful hit.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Crazy Gadget
Eiji-kunv |
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Article Balance | High + |
Author | Eiji-kun + |
Discipline | Crazy Gadget + |
Identifier | 3.5e Maneuver + |
Level | 3 + |
Rating | Undiscussed + |
Summary | Deal extra poison damage, and a save against a physically crippling poison. + |
Title | Envenom Weapon + |
Type | Boost + |